Port Reports are a new series of quick first impressions of the technical aspects of a PC game. For an up to date account of BioShock Infinite’s fixes and improvements, please visit PCGamingWiki.
The BioShock series was infamous for its rocky PC launches in the past. The first BioShock was released on PC with the “horizontal-” implementation of the widescreen display, meaning that the widescreen view actually cropped the top and bottom of the display, and there was a huge outcry from the PC community. Back in 2007, gamers were buying widescreen displays so that they could see more, not less of their games. Although Irrational were quick to patch “horizontal+” widescreen for BioShock, 2K managed to release BioShock 2 on PC in 2010 with exactly the same “horizontal-” cutoff, and the added sting of compulsory Games for Windows Life activation.
For BioShock Infinite, Ken Levine and Irrational have made bold the promise that they will deliver us a good PC port, with features implemented such as mouse acceleration toggles, high resolution textures, a field of view slider and all the bells and whistles we expect from a PC game. Have they fulfilled their promises, and is BioShock Infinite a good port? This report will answer this question, and also provide a number of tweaks which will help you play the game exactly the way you want to play it.
Port Reports are a new series of quick first impressions of the technical aspects of a PC game. This report was written by PCGamingWiki contributor EdenCrow. For an up to date account of Trials Evolution′s fixes and improvements, please visit PCGamingWiki.
The Trials series started with a flash game, before becoming a full PC title and after that moving to Xbox Live Arcade, but now the series is back again on the PC with Trials Evolution Gold Edition, a port of the XBLA title Trials Evolution. However, this is more than just a straight port. The in-game editor, track sharing and global leader boards have all been updated to better suit the PC and every Trials HD level has been re-created in the Evolution engine too (although oddly the DLC from neither game have been included). Easy to use Facebook and YouTube sharing have also been integrated.
Port Reports are a new series of quick first impressions of the technical aspects of a PC game. This report was written by PCGamingWiki contributor Dillonator. For an up to date account of Resident Evil 6′s fixes and improvements, please visit PCGamingWiki.
Mediocrity at its… finest?
I really don’t know where to stand with Capcom and their ports to PC. They give me a moment of uncertainty when I look at an upcoming game from the Japanese giants. The quality of their games (in terms of well produced software) ranges from downright terrible, along with a previous love affair with GFWL, to not so terrible. I have to say, I’m giving every publisher and developer with a poor track record of PC ports another chance. Now that PC gaming is getting bigger and the next generation consoles will be using x86 w/Directx11, it should be simple for devs to not make terrible games. Right?
Right now may be the perfect time to put SimCity (2013) on the backburner until Maxis fixes all the problems (traffic, user agent, always online DRM) or until the modders fix it for us. If you want to scratch that city building itch in the meantime, turn to SimCity 4. Not only does SimCity 4 not require an always-online connection to play, the game has aged wonderfully, it works well on modern systems (with a few mods and tweaks) and it has a decade of user-generated mods and content that has overhauled the game.
The following guide will help start you off on getting the game working from scratch, implement some quality of life improvements, and introduce you to one of the most successful and prolific modding communities in PC gaming. Remember to check out the up-to-date guides on running SimCity 4 and SimCity (2013) up on PCGamingWiki, the user-editable resource listing fixes for every PC game.
Resident Evil 6 is now out on PC. Reports indicate that it’s a good port. We’ll be looking at a more in-depth look once we’ve had more time with the game. For now, here’s an FOV comparison with default and FOV +15 view.